SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Functional optimization for fair surface design
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Piecewise smooth surface reconstruction
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A signal processing approach to fair surface design
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Interpolating Subdivision for meshes with arbitrary topology
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Implicit fairing of irregular meshes using diffusion and curvature flow
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Skin: a constructive approach to modeling free-form shapes
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Estimating the tensor of curvature of a surface from a polyhedral approximation
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Geometric fairing of irregular meshes for free-form surface design
Computer Aided Geometric Design
Crafting 3D faces using free form portrait sketching and plausible texture inference
Proceedings of Graphics Interface 2010
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This paper describes a framework for introducing visually smooth surfaces into sketch-based freeform modeling systems. An existing sketch-based freeform modeling system generates rough polygonal meshes with uneven triangulations after each operation. Our approach generates a dense, visually smooth polygonal mesh by beautifying and refining the original rough mesh. A beautification process generates near-equilateral triangles with a near-uniform distribution of vertices to mask the noise and bad sampling of the uneven mesh. The vertices are distributed on a smoothed surface that approximately interpolates the original mesh. Refinement generates a smooth, dense mesh by subdividing the beautified mesh and moving the vertices to the interpolative surface. The smooth interpolative surface is computed via implicit quadratic surfaces that best fit the mesh locally in a least-squares sense.